Difference between revisions of "Talk:Perk"
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Anyone has any idea what this "Associated skill" and setting it do? | Anyone has any idea what this "Associated skill" and setting it do? | ||
Also there are other labels on that top-right corner on the perk dialog, those two are undocumented if they do something. [[User:LukeH|LukeH]] 10:57, 17 April 2012 (EDT) | Also there are other labels on that top-right corner on the perk dialog, those two are undocumented if they do something. [[User:LukeH|LukeH]] 10:57, 17 April 2012 (EDT) | ||
== Perk requirements in a skill tree == | |||
If I build a perk with a requirement that does not use a skill level it still somehow integrates the requirement into a skill level. For example, I make a perk that only relies on stamina being at 130. No skill level is needed, just base stamina at that value. I put that at the base of a skill tree (say 2H skill tree). For some reason it appears that I require a 2H skill level of 130. I'm not sure how the game integrates those two. It does not appear that the placement of the perk within the skill tree matters (note the skill level bars in the perk tree screen). |
Revision as of 17:46, 15 June 2012
Perk Entries
Priority
Take Precedence?
"Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence." Does this mean lower priority entries do not occur or that higher priority entries occur/modify values and then the lower priority occurs/modifies and so on? Also, does same value refer to the same entry point or must the function (multiply, add, set) need to be the same as well? --Syneris 00:29, 12 February 2012 (EST)
- Priority seems to work on global level and not just on perk in question. For example only one "Apply Combat Hit Spell" entry point can work at one time - you can't apply two spells at same time in one hit and thats where priority must be used. Check Limbsplitter perk and you will see that priorities are given from 3 to 10 leaving priorities from 0 to 2 to be used by other perks like Warmaster (lower priority will always take precedence). I don't know for which entry points priority must be used, it need to be tested. Mitchalek 07:38, 12 February 2012 (EST)
- I've tested this with 2 perks using the Mod Spell Cost entry point. I modified the vanilla Flames spell so its cost was 100 (for easier maths :P) then made a copy of the Novice Destruction perk (multiplier of 0.5) and changed the multiplier to 1.5. With both of these perks active the cost of Flames was 75 (with no enchantment/potion bonuses and a destruction skill of 0). In this case priority doesn't seem to matter as the entry point multipliers seem to get compounded. 1.5 x 0.5 = .75
- Cscottydont 08:14, 29 February 2012 (EST)
- I've tested this with 2 perks using the Mod Spell Cost entry point. I modified the vanilla Flames spell so its cost was 100 (for easier maths :P) then made a copy of the Novice Destruction perk (multiplier of 0.5) and changed the multiplier to 1.5. With both of these perks active the cost of Flames was 75 (with no enchantment/potion bonuses and a destruction skill of 0). In this case priority doesn't seem to matter as the entry point multipliers seem to get compounded. 1.5 x 0.5 = .75
Ability
You are able to choose spells as well as abilities here. Updated the page with 2 words :P
Functionality appears similar to the AddSpell papyrus function.
--Cscottydont 11:47, 4 March 2012 (EST)
Possible In Construction Kit?
Available Perk Points
Has anyone found a way to add free perk points like what you get when you level up? Mitchalek 14:44, 12 February 2012 (EST)
- Not possible with the functionality exposed to us with Papyrus. I use Elys' Uncapper for this purpose. --- Fowl 23:05, 20 February 2012 (EST)
New Perk Trees?
Perhaps some information on making a new perk tree could be added here - if that's possible.--Roarian07:32, 10 February 2012 (EST)
- Unfortunately, not possible with the CK.
- (wild speculation)Though it might be possible at some point using hacky 3rd party applications.
- --Cscottydont 11:47, 4 March 2012 (EST)
Ranks
The main page says that ranks are not applicable, but I have ranking working just fine in my mod. Here's how it works:
Create a new perk and set the number of ranks possible, say three. Now create a new perk entry and set the rank to 1 (and give it whatever you want for your test). Create another perk entry, and set it's rank to 2, and another with it set to three.
Now in game, add the perk to your character. The first time you add the perk you'll get rank 1. Add the perk again, and you get rank 2. And finally once more and you get rank 3. I don't know if this is required but I also set the priorities for each of my ranks to match the rank number.
NPCs?
Is it possible to grant specific perks to NPCs? (For example, giving a follower with heavy armor the Fists of Steel ability so he can fight like a boxer) --Jadefire 13:45, 11 April 2012 (EDT)
Associated Skill
There's a label in this dialog "Associated skill" but no value displayed or selector. In the perk tree editor on the right-click menu (the one with "Add perk") there's also a "Set associated skill" Anyone has any idea what this "Associated skill" and setting it do? Also there are other labels on that top-right corner on the perk dialog, those two are undocumented if they do something. LukeH 10:57, 17 April 2012 (EDT)
Perk requirements in a skill tree
If I build a perk with a requirement that does not use a skill level it still somehow integrates the requirement into a skill level. For example, I make a perk that only relies on stamina being at 130. No skill level is needed, just base stamina at that value. I put that at the base of a skill tree (say 2H skill tree). For some reason it appears that I require a 2H skill level of 130. I'm not sure how the game integrates those two. It does not appear that the placement of the perk within the skill tree matters (note the skill level bars in the perk tree screen).